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npc_classes

NPC Classes

Not everyone is a Adventurer, Caster, or Warrior. The ordinary people of the world have levels in one of the following classes. These classes do not grant vitality points or bonus feats - NPCs only get 3 feats over their careers (plus a bonus feat for humans).

Commoner

LevelBase Attack BonusFort saveRef saveWill saveFeat
1+0+0+0+01st
2+1+0+0+0-
3+1+1+1+12nd
4+2+1+1+1-
5+3+2+2+23rd
6+3+2+2+2-

Wounds and Vitality The Commoner class grants no Vitality Points. Wound points are equal to the character’s Constitution score.

Class Skills The commoner's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex), and Swim (Str). Skill Ranks per Level: 2 + Int modifier.

Class Features The following is a class feature of the commoner NPC class. Weapon and Armour Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armour or shield.

Professional

LevelBase Attack BonusFort saveRef saveWill saveFeat
1+0+0+0+21st
2+1+0+0+3-
3+2+1+1+32nd
4+3+1+1+4-
5+3+2+2+43rd
6+4+2+2+5-

Wounds and Vitality The Professional class grants no Vitality Points. Wound points are equal to the character’s Constitution score.

Class Skills The professional can choose any 10 skills to be class skills. Skill Ranks per Level: 6 + Int modifier.

Class Features The following is a class feature of the professional NPC class. Weapon and Armour Proficiency: The professional is proficient in the use of all simple weapons and with light armour, but not with any type of shield.

Fighter

LevelBase Attack BonusFort saveRef saveWill saveFeat
1+1+2+0+01st
2+2+2+0+0-
3+3+3+1+12nd
4+4+4+1+1-
5+5+4+2+23rd
6+6 / +1+5+2+2-

Wounds and Vitality The Fighter class grants no Vitality Points. Wound points are equal to the character’s Constitution score.

Class Skills The fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

Class Features The following is a class feature of the fighter NPC class. Weapon and Armour Proficiency: The fighter is proficient in the use of all simple and martial weapons and with all types of armour and shields.

====== Swapping out NPC classes for heroic classes ====== «PLACEHOLDER - TBC» FIXME Creatures with NPC class levels can swap one of their NPC levels for a Heroic class level if they gain enough XP through adventuring to gain a level. This allows the grizzled town guard to make the transition to hero when he breaks up a dangerous cult, or for the dusty scholar to grow in arcane power as he creeps through a haunted ruin. Swapping the NPC class for hero class grants the following: * VP of the heroic class * bonus feats of the heroic class * spells (if any) of the heroic class * if the heroic class grants more skill points per level, then increase the skill points by the difference * if the heroic class grants more class skills, then select new class skills up to the new limit * replace the BAB for the NPC level with the BAB for the heroic class With the GM's permission, you may play a non-hero character who is gaining heroic levels. For the purposes of determining what is a challenging encounter, a character with NPC levels is effectively one level lower than his total number of levels (to a minimum of 1/2).

Fast and simple NPC creation

NPCs often don't need to be as detailed as heroic characters or named villains. It's often best not to waste time on making up a full set of scores and feats (or even a class!) for an NPC, but rather to use the following simple rules:

NPC level: Pick an appropriate level for the NPC, based on the challenge (or aid) you want them to give the PCs. Remember that most people in the world are level 1, and gaining level 2 or higher usually takes years of experience for non-adventurers. NPC role: Pick a role that the NPC specialises in - this will usually be the role for which they are appearing in game at the moment: fighting for guards, crafting for a smith, and so on. * The NPC gets +4 to checks they specialise at, and +2 to closely related checks, and no bonus to other checks, plus half their level.

NPC Defence: If the NPC has a shield, apply that bonus to Defence. Otherwise, only trained fighters will have a Defence of more than 10, and even then it should only be 12 (Defence is a “closely related check” for a fighter, so +2). * Save bonuses should be 1/3 their level. If the NPC should be particularly tough or fast or strong willed (as judged by their role), then grant that save +2. * A well-equipped fighter might have DR 2/- from armour, plus half their level. * NPC Wounds: 10 for healthy, fit NPCs, or 8 for weaker folk. A trained fighter might have 12.

npc_classes.txt · Last modified: 2016/04/20 16:09 (external edit)